====== 07. Traps ======

  * **Acid Arrow Trap**: CR 3; magic device; proximity trigger (//alarm//); automatic reset; Atk +2 ranged touch; spell effect (//acid arrow//, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27.
  * **Acid Arrow Trap**: CR 8; magic device; visual trigger (//true seeing//); automatic reset; multiple traps (two simultaneous //acid arrow// traps); Atk +9 ranged touch and +9 ranged touch; spell effect (//acid arrow//, 18th-level wizard, 2d4 acid damage for 7 rounds); Search DC 27; Disable Device DC 27. Note: This trap is really two CR 6 //acid arrow// traps that fire simultaneously, using the same trigger and reset.
  * **Acid Fog Trap**: CR 7; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//acid fog//, 11th-level wizard, 2d6/round acid for 11 rounds); Search DC 31; Disable Device DC 31.
  * **Basic Arrow Trap**: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20.
  * **Bestow Curse Trap**: CR 4; magic device; touch trigger (//detect chaos//); automatic reset; spell effect (//bestow curse//, 5th-level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28.
  * **Black Tentacles Trap**: CR 7; magic device; proximity trigger (//alarm//); no reset; spell effect (//black tentacles//, 7th-level Wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares); Search DC 29; Disable Device DC 29.
  * **Blade Barrier Trap**: CR 7; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//blade barrier//, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
  * **Box of Brown Mold**: CR 2; mechanical; touch trigger (opening the box): automatic reset; 5-ft. cold aura (3d6, cold nonlethal); Search DC 22; Disable Device DC 16.
  * **Bricks from Ceiling**: CR 2; mechanical; touch trigger; repair reset; Atk + 12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20.
  * **Built-to-Collapse Wall**: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC 16.
  * **Burning Hands Trap**: CR 2; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//burning hands//, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26.
  * **Burning Hands Trap**: CR 3; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//burning hands//, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26.
  * **Burnt Othur Vapor Trap**: CR 7; mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds) ; poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Device DC 21.
  * **Camouflaged Pit Trap**: CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20.
  * **Camouflaged Pit Trap**: CR 2; mechanical: location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 24; Disable Device DC 19.
  * **Camouflaged Pit Trap**: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares); Search DC 24; Disable Device DC 18.
  * **Camouflaged Pit Trap**: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
  * **Camouflaged Pit Trap**: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
  * **Ceiling Pendulum**: CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee ( ld12+8/x3, greataxe); Search DC 15; Disable Device DC 27.
  * **Chain Lightning Trap**: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (//chain lightning//, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
  * **Collapsing Column**: CR 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC 20: Disable Device DC 24.
  * **Compacting Room**: CR 6; mechanical; timed trigger; automatic reset; hidden switch bypass (Search DC 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (4 rounds); Search DC 20; Disable Device DC 22.
  * **Crushing Room**: CR 10; mechanical; location trigger; automatic reset; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); Search DC 22; Disable Device DC 20.
  * **Crushing Wall Trap**: CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6,  crush); Search DC 20; Disable Device DC 25.
  * **Deathblade Wall Scythe**: CR 8; mechanical; touch trigger; manual reset; Atk + 16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, ld6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
  * **Deeper Pit Trap**: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23.
  * **Destruction Trap**: CR 8; magic device; touch trigger (//alarm//); automatic reset; spell effect (//destruction//, 13th-level cleric, DC 20 Fortitude save for 10d6 damage); Search DC 32; Disable Device DC 32.
  * **Doorknob Smeared with Contact Poison**: CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19.
  * **Drawer Handle Smeared with Contact Poison**: CR 9; mechanical; touch trigger (attached); manual reset; poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con) ; Search DC 18; Disable Device DC 26.
  * **Dropping Ceiling**: CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-l0-ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16.
  * **Earthquake Trap**: CR 8; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//earthquake//, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32; Disable Device DC 32.
  * **Energy Drain Trap**: CR 10; magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (//energy drain//, 17th-level wizard. 2d4 negative levels for 24 hours, DC 23 Fortitude save negates); Search DC 34; Disable Device DC 34.
  * **Extended Bane Trap**: CR 3; magic device; proximity trigger (detect good); automatic reset; spell effect (//extended bane//, 3rd-level cleric, DC 13 Will save negates); Search DC 27; Disable Device DC 27.
  * **Falling Block Trap**: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25.
  * **Fire Trap**: CR 3; spell; spell trigger; no reset; spell effect (//fire trap//, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27.
  * **Fire Trap**: CR 5; spell; spell trigger; no reset; spell effect (//fire trap//, 7th-level wizard, ld4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29.
  * **Fireball Trap**: CR 5; magic device; touch trigger; automatic reset; spell effect (//fireball//, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.
  * **Flame Strike Trap**: CR 6; magic device; proximity trigger (//detect magic//); automatic reset; spell effect (//flame strike//, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage); Search DC 30; Disable Device DC 30.
  * **Flooding Room Trap**: CR 5; mechanical; proximity trigger; automatic reset; no attack roll necessary (see note) ; Search DC 20; Disable Device DC 25. Note: Room floods in 4 rounds.
  * **Forcecage and Summon Monster VII Trap**: CR 10; magic device; proximity trigger (//alarm//); automatic reset: multiple traps (one //forcecage// trap and one //summon monster VII// trap that summons a hamatula); spell effect (//forcecage//, 13th-level wizard), spell effect (//summon monster VII//, 13th-level wizard, hamatula); Search DC 32; Disable Device DC 32. Note: This trap is really one CR 8 trap that creates a //forcecage// and a second CR 8 trap that summons a hamatula in the same area. If both succeed, the hamatula appears inside the //forcecage//. These effects are independent of each other.
  * **Fusillade of Darts**: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (ld4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20.
  * **Fusillade of Darts**: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (ld4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-l0-ft. area); Search DC 19; Disable Device DC 25.
  * **Fusillade of Greenblood Oil Darts**: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-l0-ft. area); Search DC 25; Disable Device DC 25.
  * **Fusillade of Spears**: CR 6: mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area), Search DC 26; Disable Device DC 20.
  * **Ghoul Touch Trap**: CR 3; magic device; touch trigger; automatic reset; spell effect (//ghoul touch//, 3rd-level wizard, DC 13 Fortitude save negates); Search DC 27; Disable Device DC 27.
  * **Glyph of Warding (Blast)**: CR 4; spell: spell trigger: no reset: spell effect (//glyph of warding [blast]//, 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
  * **Hail of Needles**: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22.
  * **Incendiary Cloud Trap**: CR 9; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//incendiary cloud//, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33 ; Disable Device DC 33.
  * **Inflict Light Wounds Trap**: CR 2; magic device; touch trigger; automatic reset; spell effect (//inflict light wounds//, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26.
  * **Insanity Mist Vapor Trap**: CR 8; mechanical; location trigger; repair reset; gas; never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room); Search DC 25; Disable Device DC 20.
  * **Javelin Trap**: CR 2; mechanical; location trigger: manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18.
  * **Large Net Trap**: CR 2 ; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in l0-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save.
  * **Lightning Bolt Trap**: CR 4; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//lightning bolt//, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.
  * **Lightning Bolt Trap**: CR 6; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//lightning bolt//, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.
  * **Lock Covered in Dragon Bile**: CR 7; mechanical; touch trigger (attached) ; no reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/O); Search DC 27; Disable Device DC 16.
  * **Moving Executioner Statue**: CR 5; mechanical; location trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +16 melee (ld12+8/x3, greataxe); multiple targets (both arms attack); Search DC 25; Disable Device DC 18.
  * **Phantasmal Killer Trap**: CR 5; magic device; proximity trigger (//alarm// covering the entire room); automatic reset; spell effect (//phantasmal killer//, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect), Search DC 29; Disable Device DC 29.
  * **Pit Trap**: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20.
  * **Pit Trap**: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20.
  * **Pit Trap**: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.
  * **Pit Trap**: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.
  * **Poison Dart Trap**: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20; Disable Device DC 18.
  * **Poison Needle Trap**: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22; Disable Device DC 20.
  * **Poison Needle Trap**: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk + 17 melee (l plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17.
  * **Poison Wall Spikes**: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two adjacent 5-ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
  * **Poisoned Arrow Trap**: CR 3; mechanical; touch trigger; manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Search DC 19; Disable Device DC 15.
  * **Poisoned Dart Trap**: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10-ft.-by-l0-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.
  * **Poisoned Spiked Pit Trap**: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk + 10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25.
  * **Portcullis Trap**: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.
  * **Power Word Stun Trap**: CR 8; magic device; touch trigger; no reset; spell effect (//power word stun//, 13th-level wizard); Search DC 32; Disable Device DC 32.
  * **Prismatic Spray Trap**: CR 8; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//prismatic spray//, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect); Search DC 32; Disable Device DC 32.
  * **Razor-Wire across Hallway**: CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15.
  * **Reverse Gravity Trap**: CR 8; magic device; proximity trigger (//alarm//, l0-ft. area); automatic reset: spell effect (//reverse gravity//, 13th-level wizard, 6d6 fall [upon hitting the ceiling of t h e 60-ft.-high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage); Search DC 32; Disable Device DC 32.
  * **Rolling Rock Trap**: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22.
  * **Scything Blade Trap**: CR 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20.
  * **Sepia Snake Sigil Trap**: CR 4; spell; spell trigger; no reset; spell effect (//sepia snake sigil//, 5th-level wizard, DC 14 Reflex save negates); Search DC 28; Disable Device DC 28.
  * **Spear Trap**: CR 1; mechanical; location trigger: manual reset: Atk +12 ranged (1d8/x3, spear): Search DC 20; Disable Device DC 20. Note: 200-ft. max range, target determined randomly from those in its path.
  * **Spiked Blocks from Ceiling**: CR 6: mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 20.
  * **Spiked Pit Trap**: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 15.
  * **Spiked Pit Trap**: CR 3; mechanical; location trigger: manual reset: DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device DC 20.
  * **Spiked Pit Trap**: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
  * **Spiked Pit Trap**: CR 5; mechanical; location trigger: manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, ld4 spikes per target for 1d4+4 each); Search DC 21; Disable Device DC 20.
  * **Spiked Pit Trap (80 Ft. Deep)**: CR 5; mechanical; location trigger; manual reset: DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); pit spikes (Atk +10 melee. 1d4 spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.
  * **Spiked Pit Trap (100 Ft. Deep)**: CR 6; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep ( l0d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
  * **Stone Blocks from Ceiling**: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20.
  * **Summon Monster VI Trap**: CR 7; magic device; proximity trigger (//alarm//); no reset; spell effect (//summon monster VI//, 11th-level wizard), Search DC 31; Disable Device DC 31.
  * **Swinging Block Trap**: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20: Disable Device DC 20.
  * **Tripping Chain**: CR 2; mechanical; location trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15 melee touch (trip); Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18. Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain attack because the opponent is prone.
  * **Ungol Dust Vapor Trap**: CR 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-l0-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search DC 20; Disable Device DC 16.
  * **Wail of the Banshee Trap**: CR 10; magic device; proximity trigger (//alarm//); automatic reset; spell effect (//wail of the banshee//, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34.
  * **Wall Blade Trap**: CR 1; mechanical; touch trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC 22; Disable Device DC 22.
  * **Wall Scythe Trap**: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.
  * **Water-Filled Room Trap**: CR 4; mechanical; location trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; Search DC 17; Disable Device DC 23.
  * **Water-Filled Room Trap**: CR 7; mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; Search DC 20; Disable Device DC 25.
  * **Well-Camouflaged Pit Trap**: CR 2; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable Device DC 20.
  * **Well-Camouflaged Pit Trap**: CR 7; mechanical; location trigger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 27; Disable Device DC 18.
  * **Well-Camouflaged Pit Trap**: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18.
  * **Whirling Poison Blades**: CR 6; mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (ld4+4/19-20 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares); Search DC 20; Disable Device DC 20.
  * **Wide-Mouth Pit Trap**: CR 6; mechanical; location trigger; manual reset: DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-lO-ft. area); Search DC 26: Disable Device DC 25.
  * **Wide-Mouth Pit Trap**: CR 9; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25.
  * **Wide-Mouth Spiked Pit Trap**: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 25.
  * **Wide-Mouth Spiked Pit with Poisoned Spikes**: CR 9: mechanical; location trigger: manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft. by 10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20.
  * **Word of Chaos Trap**: CR 8; magic device; proximity trigger (//detect law//); automatic reset; spell effect (//word of chaos//, 13th-level cleric); Search DC 32; Disable Device DC 32.
  * **Wyvern Arrow Trap**: CR 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.


